Originally Posted by mrfuji3
Originally Posted by robertthebard
I agree about comp content, and tadpole stuff needing to have different triggers than LRs. The point was more to the fact that, despite all the "but everyone just spams LRs", I don't. Even knowing I'm missing out, I don't. So there's no "the game encourages it" for me. I've suggested before that we just get the quest marker on comps that have dialog to share. It already exists in one form or another, they just need to apply it to story beats that are tied behind LRs currently. The first LR is fine as is, as it could be considered a "tutorial", and those events are fine as they are, but yes, there needs to be a system to let us know that things are going on that we're unaware of, that we should be aware of.

In context with the thread though, I'm not sure how removing or changing the limitations on SRs and then complaining about LRs being in the same state is going to help with that.
+1 for quest markers on comps that have dialog. I'm perfectly fine with the slightly gamey/unimmersive floating exclamation points over their heads if it means that I don't have to do a full LR to check for new dialogue.

Honestly I'm not exactly sure where this thread is with regards to SRs, but my rough understanding is: LRs are practically as easy to do as SRs and have so many more benefits (cutscenes, full restore of abilities), so SRs become practically useless. If you're saying that changing #of SRs without changing LR mechanics is useless, then I agree. Both are tied and need to be considered together.

I don't remember who posted it, but there was a thing about making a LR require a set number of SRs, and limiting SRs by time played. That's fine, for resting, but doesn't address the issues I have, which we've already covered here. It just seems odd that the thread is about removing/changing the way SRs work to make it more like how LRs currently work, while complaining about how LRs currently work.